Exact and Adaptive Signed Distance Fields Computation for Rigid and Deformable Models on GPUs

被引:23
作者
Liu, Fuchang [1 ,2 ]
Kim, Young J. [1 ]
机构
[1] Ewha Womans Univ, Dept Comp Engn, Daehyeon Dong 11-1, Seoul 120750, South Korea
[2] Hangzhou Normal Univ, Hangzhou Inst Serv Engn, Hangzhou, Zhejiang, Peoples R China
关键词
Distance fields; GPU; Octree; bounding volume hierarchies; physics simulation; OPERATIONS; COLLISION;
D O I
10.1109/TVCG.2013.268
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Most techniques for real-time construction of a signed distance field, whether on a CPU or GPU, involve approximate distances. We use a GPU to build an exact adaptive distance field, constructed from an octree by using the Morton code. We use rectangle-swept spheres to construct a bounding volume hierarchy (BVH) around a triangulated model. To speed up BVH construction, we can use a multi-BVH structure to improve the workload balance between GPU processors. An upper bound on distance to the model provided by the octree itself allows us to reduce the number of BVHs involved in determining the distances from the centers of octree nodes at successively lower levels, prior to an exact distance query involving the remaining BVHs. Distance fields can be constructed 35-64 times as fast as a serial CPU implementation of a similar algorithm, allowing us to simulate a piece of fabric interacting with the Stanford Bunny at 20 frames per second.
引用
收藏
页码:714 / 725
页数:12
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